--- /dev/null
+using Sandbox.Game.Entities.Cube;
+using Sandbox.Game.EntityComponents;
+using Sandbox.Game.GameSystems;
+using Sandbox.ModAPI.Ingame;
+using Sandbox.ModAPI.Interfaces;
+
+using SpaceEngineers.Game.ModAPI.Ingame;
+
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Collections.Immutable;
+using System.Linq;
+using System.Text;
+
+using VRage;
+using VRage.Collections;
+using VRage.Game;
+using VRage.Game.Components;
+using VRage.Game.GUI.TextPanel;
+using VRage.Game.ModAPI.Ingame;
+using VRage.Game.ModAPI.Ingame.Utilities;
+using VRage.Game.ObjectBuilders.Definitions;
+
+using VRageMath;
+
+using static VRageRender.Utils.MyWingedEdgeMesh;
+
+namespace IngameScript
+{
+ enum State
+ {
+ NORMAL,
+ STARTING_SEQUENCE,
+ FILLING_TANK,
+ LAUNCHING,
+ }
+
+ class Missile
+ {
+ string prefix;
+ readonly string tankName = "Hydrogen Tank";
+ readonly string connectorName = "Connector";
+ readonly string mergeBlockName = "Merge Block";
+ readonly string programmableBlockName = "Programmable Block";
+
+ State currentState = State.NORMAL;
+
+ IMyGridTerminalSystem gridTerminalSystem;
+
+ IMyGasTank tank = null;
+ IMyShipConnector connector = null;
+ IMyShipMergeBlock mergeBlock = null;
+ IMyProgrammableBlock programmableBlock = null;
+
+ // bool loop = false; // Not used for the moment.
+ public Missile(string prefix, IMyGridTerminalSystem gridTerminalSystem)
+ {
+ this.prefix = prefix;
+ this.gridTerminalSystem = gridTerminalSystem;
+ }
+ }
+
+ partial class Program : MyGridProgram
+ {
+ const string GRID_PREFIX = "[PML]";
+ const string MISSILE_GRID_PREFIX = "[PM]";
+ const double HYDRO_TANK_FILLED_PERCENT = 20;
+
+ const float EPSILON = 0.05f;
+
+ readonly Output output;
+
+ public Program()
+ {
+ var output = this.Me.GetSurface(0);
+ this.output = new Output(output);
+ this.output.Print("Missile launcher system starting...");
+
+ this.Runtime.UpdateFrequency = UpdateFrequency.Update100;
+
+ this.output.Print("Missile launcher system started");
+ }
+
+ void UpdateState()
+ {
+ switch (this.currentState)
+ {
+ case State.STARTING_SEQUENCE:
+ this.tank = this.GridTerminalSystem.GetBlockWithName("[PM] Hydrogen Tank") as IMyGasTank;
+ if (this.tank == null)
+ {
+ this.output.Print("Cannot find the missile hydrogen tank");
+ break;
+ }
+
+ this.connector = this.GridTerminalSystem.GetBlockWithName("[PM] Connector") as IMyShipConnector;
+ if (this.connector == null)
+ {
+ this.output.Print("Cannot find the missile connector");
+ break;
+ }
+
+ this.mergeBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Merge Block") as IMyShipMergeBlock;
+ if (this.mergeBlock == null)
+ {
+ this.output.Print("Cannot find the missile merge block");
+ break;
+ }
+
+ this.programmableBlock = this.GridTerminalSystem.GetBlockWithName("[PM] Programmable Block") as IMyProgrammableBlock;
+ if (this.programmableBlock == null)
+ {
+ this.output.Print("Cannot find the missile programmable block");
+ break;
+ }
+
+ this.tank.Stockpile = true;
+ this.connector.Connect();
+
+ this.currentState = State.FILLING_TANK;
+ break; ;
+
+ case State.FILLING_TANK:
+ this.output.Print("Waiting missile tank filled...");
+ if (this.tank.FilledRatio >= HYDRO_TANK_FILLED_PERCENT / 100)
+ {
+ this.tank.Stockpile = false;
+ this.currentState = State.LAUNCHING;
+ }
+ break;
+
+ case State.LAUNCHING:
+ this.output.Print("Launching missile...");
+
+ if (this.programmableBlock.TryRun("START"))
+ this.output.Print("Missile launched!");
+ else
+ this.output.Print("ERROR: Can't send START command to missile");
+
+ this.mergeBlock.Enabled = false;
+ this.connector.Disconnect();
+
+ if (this.loop)
+ this.currentState = State.STARTING_SEQUENCE;
+ else
+ this.currentState = State.NORMAL;
+
+ break;
+
+ case State.NORMAL:
+ break; // Nothing;
+ }
+
+ }
+
+ public void Save()
+ {
+ }
+
+ public void Main(string argument, UpdateType updateSource)
+ {
+ if ((updateSource & UpdateType.Update100) != 0)
+ {
+ this.UpdateState();
+ }
+ else if ((updateSource & (UpdateType.Terminal | UpdateType.Trigger)) != 0)
+ {
+ switch (argument)
+ {
+ case "LAUNCH ONE":
+ this.loop = false;
+ this.currentState = State.STARTING_SEQUENCE;
+ break;
+
+ case "LAUNCH SOME":
+ this.loop = true;
+ this.currentState = State.STARTING_SEQUENCE;
+ break;
+
+ case "STOP":
+ this.loop = false;
+ this.currentState = State.NORMAL;
+ break;
+
+ default:
+ this.output.Print($"Uknown command: {argument}");
+ break;
+ }
+ }
+ }
+ }
+}